Showing Posts For Alekt.5803:

Issues with the elementalist Fire line

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Posted by: Alekt.5803

Alekt.5803

But hey Trixx, wouldn’t putting down Fire Trait line because d/d abused simply put down other elementalist builds that were using it?

The might on cantrips needs to be put in line with the One with Fire might. Which means: 2 stack of might for 10 seconds. Cantrips are already good like that.

Other than that, I also advocate for a reduction in the Regeneration and Vigor from Soothing Disruption by half. Which means: casting a cantrip now grants 3 seconds of regeneration and vigor.

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A real solution to Diamond Skin!

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Posted by: Alekt.5803

Alekt.5803

Hey guys, can we talk about the feasibility of Protection clearing a Condition to Self? Do you like the suggestion? Do you think it is too strong, or do you think that it is too weak?

I am far from omniscient. Also, that would open up a trait for Earth, which could be related to Conjured weapon or Signets. Or, redo Conjurer and give the old Fire Aura on Signet back to the Fire line. Et cetera.

Actually, it would probably be best to keep the Elemental Shielding where it is, and simply add another effect to the “Protection Diamond Skin”

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(edited by Alekt.5803)

A real solution to Diamond Skin!

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Posted by: Alekt.5803

Alekt.5803

Let me start by saying that I am a user of Diamond Skin.

A while back, there was a strong polemic against Diamond Skin, which can be understood. If you were not aware, you can browse in the older pages of the forum. Currently, Diamond Skin does, “Conditions cannot be applied when your health is above the threshold (90%).”

Instead of that, I recently thought about an idea that I would like to share. Instead of what Diamond Skin currently does, I propose this possible change:

“Remove a Condition when granting Protection to yourself.”

In addition to that, I would be tempted to combine Diamond Skin with Elemental Shielding which “Grants protection when applying an aura to yourself or an ally.”

Synergies.

There are many ways to grant protection with elementalist, especially with Elemental Shield (if it comes with it).

-Elemental Attunement
-Elemental Contingency
-Blasting Ice Field.
-Sunspot’s Fire Aura
-Conjurer’s Fire Aura
-Auras from weapon skills
-Leap finishers.
-Tempest Defense
-Soothing Ice
-Magnetic Shield (Conjured Earth Shield) grants up to 3x protection (1 per targets hit)
-Fiery Axe’s leap
-Lightning Hammer’s leap
-Armor of Earth
-Glyph of Renewal
-Glyph when casted on Earth Attunement with Inscription
-Rune sets

On top of that, they could add a Leap Finisher to Earth Shield number 3, which is an obvious candidate for a Leap Finisher.

Let me know what you think about it.

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(edited by Alekt.5803)

5 stacks of Chill and Frost Bow

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Posted by: Alekt.5803

Alekt.5803

I meant it as a PvP issue. I don’t PvE

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Can we discuss Mesmer defenses

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Posted by: Alekt.5803

Alekt.5803

We’ll see with the possibility of a PU and Pledge nerf like Curunen said. But, I doubt that it is going to be enough: Mesmers’ defense also come from its overwhelming offensive capability.

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Is Ele Base Damage Too High?

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Posted by: Alekt.5803

Alekt.5803

Indeed, Marauder amulet of Elementalist do not increases the damage by much. I can’t talk for D/D, but I can talk for Staff.

With staff elementalist, going marauder is a deathwish and you will spend more time being too careful, or trying to survive than you would with Celestial; that is mainly my thought when I decide to go Fresh Air Staff.

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Chill 5 stacks limit and Frost Bow

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Posted by: Alekt.5803

Alekt.5803

There is a cap at 5 stacks for the Chill condition. This limitation is currently hurtful it seems. Especially for the Conjured Frost Bow.

Frost Fan shoots 7 arrows which each chill for 1 seconds (Increased to 1sec+1/4 from the 20% condi duration from wielding it.) With the recent limitation to Chill, hitting the 7 arrows from the skill will apply the Chill equivalent to 5 arrows. It feels pretty bad.

On a Golem, hitting all arrows result in a 6 seconds of chill; it used to be 8 1/2 seconds.

Even sillier, when the target is afflicted by Deep Freeze (it applies a continuous chill), the effect of the Frost Fan is even more reduced, and the chill will never go above 5 seconds.

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5 stacks of Chill and Frost Bow

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Posted by: Alekt.5803

Alekt.5803

There is a cap at 5 stacks for the Chill condition. This limitation is currently hurtful it seems. Especially for the Conjured Frost Bow.

Frost Fan shoots 7 arrows which each chill for 1 seconds (Increased to 1sec+1/4 from the 20% condi duration from wielding it.) With the recent limitation to Chill, hitting the 7 arrows from the skill will apply the Chill equivalent to 5 arrows. It feels pretty bad.

On a Golem, hitting all arrows result in a 6 seconds of chill; it used to be 8 1/2 seconds.

Even sillier, when the target is afflicted by Deep Freeze (it applies a continuous chill), the effect of the Frost Fan is even more reduced, and the chill will never go above 5 seconds.

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(edited by Alekt.5803)

Thought on condi mesmers?

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Posted by: Alekt.5803

Alekt.5803

Is is actually very well vaible for PvP also if u run Inspiration and not Chaos line for PU like in wvw. The only thing you should know is how to rotate based on where the enemy “cleansers” are on the map. But even if u braindead push far and perma force 2v1s and win all your duels (cuz cndi mes has a solid performance in any 1v1 scenario atm) you will guarantee your team lot of points. Not to mention how annoying u can be with good stealth/portals.
I personally like it btw, regardless ppl not running it.
oh and Diamond skin ele cant counter it : P

I can confirm that you need to be very, very careful with Diamond Skin. Leeching ignores armor or protection, and the scepter beams deal a ridiculous amount of base damage. A Diamond Skin Elementalist will eventually run out of defensive mechanism or will miss the unpredictable stealth opening and get 8 stacks on confusion randomly.

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Can we discuss Mesmer defenses

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Posted by: Alekt.5803

Alekt.5803

Well lets break that scenario down…

- First stealth: Prestige (6 potential boons, 6 seconds [BUGGED])
- Mirror of Anguish (Reflects 1 CC every 60s)
- Invuln: Distortion (45s CD)
- Second stealth: Decoy ( 6 potential boons, 6 seconds stealth)
-Scepter block
- Blind on shatter
- Blind on dodge
- Phase Retreat
- Blink.

… Yeah I can’t honestly say I dont see your point, but the thing to remember here is that PU condi is primarily a dueling build, it is suited to tank multiple opponents (at the cost of losing a point) and the majority of its damage is single-target.

It’s quite possibly one of the best dueling builds in the game, but you rarely see it in tournaments for a reason.

But hey, I am seeing those in high MMR ranked matches and they seem to be working pretty fine. Just wait for it for the tournaments.

Also, on your list, you forgot the most critical part of my argument. (It was listed first) Aegis. We also forgot about the base dodge rolls. The heals are also very solid (I am settler ele, and it is about the same).

As a condition staff ele, my defensive mechanism are:
-Classic Dodge rolls
-Burning Retreat
-Super Speed on Air attunement swap
-Reactive Crowd Controls
-1 stun breaker
-1 or 2 blocks from Conjure Earth Shield
-Fortify (invuln) from Earth Shield.
-5 sec of reflect every 30 sec.

I don’t have condition clear, only Diamond Skin. That’s about it.

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Can we discuss Mesmer defenses

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Posted by: Alekt.5803

Alekt.5803

To OP’s defense, I also noticed that mesmers have a ton of defense mechanisms. If you notice carefully in your matches or duel arenas, the number of Condition Mesmers is getting very high. It seems like those type of mesmer are able to beat pretty much anything.

Mainly, I am looking at their constant access to Aegis, Invisibility. Then once you’re done with it, any CC you do is reflected back from Mirror of Anguish, then if you happen to go through that, it is met with an invulnerability frame; following that, another stealth and reset the Aegis step. In between all that, you are threatened to be met with the Confusion beam (that deals a ton of base damage + a ton of confusion), and if there is no aegis, chances are that they are preparing to block with Scepter 2. Also, I forgot about Ineptitude’s blind, Blinding Dissipation etc… And on top of that, they have some on-demand Condition clear for the very few hits they will take.

I think OP has a point guys.

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(edited by Alekt.5803)

Been working on my burn build for a while

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Posted by: Alekt.5803

Alekt.5803

You forgot to tell the game mode.

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Ele Wars 2

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Posted by: Alekt.5803

Alekt.5803

- Something with condition removal of Water. Not real sure how to handle it without killing it though. Needs some reduction.

In relation to this, it could be worth to consider nerfing Soothing Disruption.
-Reduce regeneration to 3 seconds from 6.
-Reduce vigor to 3 seconds from 6.

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[Bug] Lightning Rod, Nightmare Runes

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Posted by: Alekt.5803

Alekt.5803

I am simply posting here since it is even more relevant to PvP since it will disable Lightning Rod all game.

When Lightning Rod procs from the fear of Nightmare Rune, Lightning Rod simply stops working until the player respecs it.

In the video, I use Gust as a proof that I have Lightning Rod. After that, I ask the thief to strike me until he gets Feared by Nightmare Runes. The Lightning Rod procs twice (strange behavior). Then, I use Static Field, stun the thief and Lightning Rod does not proc anymore. This glitch remains all game and from anything that CC, not just Static Field.

Video: https://www.youtube.com/watch?v=F4rF_JwXrcM&feature=youtu.be

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Lightning Rod gets disabled with Nightmare

in Bugs: Game, Forum, Website

Posted by: Alekt.5803

Alekt.5803

When Lightning Rod procs from the fear of Nightmare Rune, Lightning Rod simply stops working until the player respecs it.

In the video, I use Gust as a proof that I have Lightning Rod. After that, I ask the thief to strike me until he gets Feared by Nightmare Runes. The Lightning Rod procs twice (strange behavior). Then, I use Static Field, stun the thief and Lightning Rod does not proc anymore. This glitch remains all game and from anything that CC, not just Static Field.

Video: https://www.youtube.com/watch?v=F4rF_JwXrcM&feature=youtu.be

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what was the ele useing?

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Posted by: Alekt.5803

Alekt.5803

But still another great testimony to Ele OPness.

Even during the nuclear burn meta, the Ele is uncontested vs. condition builds.

Not really… the meta cele ele build doesn’t even run earth most of the time. Diamond skin is a problem for pure condi builds, but if you can’t get an ele below 90% before blowing all your cds, then you kinda put all your eggs in one basket and payed the price.

Even if the meta build swapped in Earth(which they sometimes do) it is usually taking Stone Heart to protect against builds heavily reliant on crits for passable damage, which is most marauders.

Ele is fairly strong in many matchups for several reasons, but Diamond Skin is not one of them.

That’s a poor excuse to justify a broken mechanic that shouldn’t be in the game. No trait mechanic completely counters another build in GW2. It’s not that it’s OP, it’s a mechanic that needs to be completely reworked.

I guarantee you that if Ele meta swapped to earth, they would go Diamond Skin instead of Stone Heart if they were going against a full condi team. Unfortunately, there hasn’t been any successful condi teams yet in the ESL. Every single person in the ESL/WTS with the exception of maybe, burn guards, are power builds.

You have very little argument to justify DS being in the game.

I am using Settler Amulet and I know how to break another elementalist’s Diamond Skin. Perhaps something is wrong with your set-up, or perhaps it is just burn guard?

Try Sigil of Leeching: it is 975 damage unmitigated.

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Staff radius less than normal. Bug?

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Posted by: Alekt.5803

Alekt.5803

It is just visual bug. Geysir area is still bigger than lava font even though animation is same size. You can test it with finishers.
Staticfield is is as big now as it was before patch with blasting staff.

I’ve tested it myself. Indeed, you can get healed from out of the water field. But still, it is deceiving and a bug. At least, you get the heal in the radius.

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Shouldn't "Block!" reveal the attacker?

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Posted by: Alekt.5803

Alekt.5803

Blocking the strike is not the same at all as evading the strike I feel like. Shouldn’t blocking at attack coming from invisibility reveal the attacker?

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Demolishin the Lazy "Scrub" Argument

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Posted by: Alekt.5803

Alekt.5803

And so, the problem is a positive feedback loop. The ones benefiting from the progressively worsening situation keep dismissing new player’s feedback no matter how reasonable it is, disheartened and frustrated, they have no other option other than give up on PvP, which leaves the wrong people still around, as PvP festers into an environment hostile to new players.

I think that I really like this point.

Also, if I may add something against the “scrub” argument, some forget that abusing bugs will not help them in the long run: they get used to play with it, and once it’s gone they no longer have this advantage. Taking the easy way out will not make you a better player.

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Staff radius less than normal. Bug?

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Posted by: Alekt.5803

Alekt.5803

Yes. Actually, it seems to be Geyser that suffers from an obvious bug. Just look it yourself.
Lava Font is 180 radius while Geyser is 240 radius; both have the same radius at the moment.

Probably going to be fixed in 4 months.

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Nerfing DD ele intelligently

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Posted by: Alekt.5803

Alekt.5803

It makes a lot of sense to balance Condi Eles around stacking up both Bleeds and Burns (so that they have to use as much of the profession as possible), but they don’t have to tools to pull that off at the moment.

There is a way to stack both Bleeds and Burns at the same time as a Condition Elementalist. There is a conjure condition build out there. You may PM me.

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Where is the gear?

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Posted by: Alekt.5803

Alekt.5803

It shows amulets, sigils etc. but no gear like hatpiece, shoulders etc.
Where to obtain the gear?

Ah! And it was supposed to make it easier to find for new players.

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DD Ele is balanced

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Posted by: Alekt.5803

Alekt.5803

If you nerf burning too hard though the whole ele class will be out of PVP again though. Because we don’t have any other spec besides it, never had any.

Let me show you another perfectly viable elementalist spec along with its 5 variations.

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Grace period when entering Downstate?

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Posted by: Alekt.5803

Alekt.5803

Thanks. I think that it is a very important discussion to have. It’s interesting because it does not have much to do with Class Balance per se.

Those unneeded downed helping mechanics are something I am pretty sure we tend to forget. For instance, the rez when killing a guard in Foefire had been removed in a very recent patch. That fix was a good one. The health reduction on the downed was appreciated too, but it’s still unclear how it helped against rezzing back-to-back allies.

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Channeling and Tempest

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Posted by: Alekt.5803

Alekt.5803

“While channeling” traits would be pretty mediocre WITHOUT overloads, though. So since its mostly relegated to tempest / overload, why not just make it a Tempest trait instead of putting them in other lines?

Condense the two current “while overloading” minor traits into one, and throw in a “while channeling” trait in the other spot.

You know, I meant to only add those up in the Minor traits. (Without removing anything)

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Grace period when entering Downstate?

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Posted by: Alekt.5803

Alekt.5803

I don’t necessarily dislike Downstate. I am just very skeptic about the necessity of Mercy Runes and all the gimmicks that are done around Downstate.

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Add one functionality to 1 skill.

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Posted by: Alekt.5803

Alekt.5803

Pick one skill and add one functionality to it. Preferably, keep it balanced. One example could be Ring of Earth (Elementalist Dagger) which destroys projectiles.

Here’s my pick:
Magnetic Shield (elementalist skill): Is now a Leap Finisher.

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Grace period when entering Downstate?

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Posted by: Alekt.5803

Alekt.5803

Why is there a frame of immunity while a player goes down, especially in structured PvP?

By grace period, I am talking about this invulnerability frame when someone goes down. It seems to be very helpful when it comes to rezzing back your allies, but very frustrating when it comes to cleaving the downed.

Also, the question could expand to, “Why are the condition cleansed when someone goes down?”

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Channeling and Tempest

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Posted by: Alekt.5803

Alekt.5803

I am pretty sure some of us remember about the old Channeling Traits.

Zephyr Focus:
“Your endurance regenerates faster while channeling skills.”

Obsidian Focus
“Gain toughness while using a channeled skill.”

Would it be a crazy idea to actually give every elemental lines (Fire, Air, Earth and Water) its own “while channeling skills traits” in minor? It seems to me like the Overload mechanic from the Tempest could truly benefit from them.

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famous d/d fire ele build i keep hearing?

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Posted by: Alekt.5803

Alekt.5803

Sadly, yes. Just memorize the combos and you are ok.

Ok until a mesmer comes around and 1-shot you from stealth… or a warrior rampage and beat you to a pulp, or a lich auto attack you 3 times, or a guardian burst you with quickness, or … List goes on and on of overpowered builds from other class, yet everyone complains about the only viable build for ele because they don’t know how to counter it.

Would you please stop whining? There are plenty other viable elementalist builds.

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Tempest Beta Feedback Thread

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Posted by: Alekt.5803

Alekt.5803

They need to give us a trait that give us 3k more HP when using a warhorn, like the Guardian has.*

I absolutely disapprove with that suggestion. Forcing everyone to use Warhorn if they want to Tempest…

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Tempest Beta Feedback Thread

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Posted by: Alekt.5803

Alekt.5803

The overloads do not benefit condition damage users. Or, if they do, it is only marginally.

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Do PvPers Role Play?

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Posted by: Alekt.5803

Alekt.5803

I sometimes “roleplay” in HotM, but I just keep it super simple or silly. Though, there could be a way to make the Heart of the Mist more immersive. After all, my Sylvari is supposed to be a combatant there.

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Simplest Way to Reign in D/D Eles

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Posted by: Alekt.5803

Alekt.5803

As an Elementalist, I agree. It would have forced a shift of power in the trait lines of Elementalist. Sure, they would’ve been pretty bad, at first, but it would’ve opened the window to buff other stuff.

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Could the bugs be fixed already?

in Bugs: Game, Forum, Website

Posted by: Alekt.5803

Alekt.5803

Every classes have their own thread about all the known bugs from the 23 June Patch. Could fixing those bug be a priority, please?

Personnally, I am sick and tired to see my Conjure Earth Shield disapearing while using it because I expanded all the charges. Of course, for every target hit with Lightning Rod while using it, it spends a charge. You can guess that the conjured weapon does not last very long against a mesmer: hitting three targets with pulls drains 4 charges instead of 1, hitting three targets with the daze drains 4 charges instead of 1 (out of 15).

Above, this was only an example. I run with a constant 5 bugs in my build that is encountered in -every- fights.

Please Anet, make bug fixing a priority.

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Mesmer/ele nerf on Tuesday?

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Posted by: Alekt.5803

Alekt.5803

We’re not saying that Ele doesn’t need a nerf. We’re saying that making Ele’s choose between Evasive Arcana and Elemental Attunement is the wrong way to go about it.

You could instead nerf Elementalist by…

Reducing the Heal on Signet Cast
Reducing Burning Damage
Increasing CD on Shocking Aura Trait
Figure out a reasonable solution to Diamond Skin
Reduce Protection Duration on E. Attunement by 1-2 seconds.
Reduce Might Duration on E. Attunement by 5 seconds
Nerf Runes of Strength. This is a big contender.

Obviously not all these things at once, but it would help with issues.

“Increasing CD on Shocking Aura Trait”

More like raising Shocking Aura cooldown to 40 from 25.

“Reducing Burning Damage”

More like;

-Cleansing Fire applies 2 stacks of burning down from 3. Burning duration increased to 6 seconds from 4 seconds.

-Ring of Fire applies 2 stacks of burning down from 3.

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Updated: Ele Bugs: as of 8/13/2015 patch

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Posted by: Alekt.5803

Alekt.5803

Soothing Mist

The Soothing Mist’s reapplication while in Water Attunement delays the ticks. As a result, the regeneration effect does not apply consistantly every seconds; actually, it procs about two times every 3 or 4 seconds. (I was using the improved Soothing Mist)

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Balance list - Tracked by Anet

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Posted by: Alekt.5803

Alekt.5803

There are so many more bugs for the Elementalist…

There are 5 constant bugs with the build I play.

-Lightning Rod: When a foe attempts to dodge roll across Unsteady Ground (Earth Staff skill 4) and is disabled by Unsteady Ground, this trait’s lightning strike proc misses.
-Lightning Rod: When using Conjure Earth Shield skills 3 or 4 (Magnetic Surge or Magnetic Shield), this trait’s lightning strike procs consume an additional Conjure weapon charge per foe disabled.
-Lightning Rod: When using Conjure Earth Shield skills 3 or 4 (Magnetic Surge or Magnetic Shield), this trait’s lightning strike procs will be blocked if you disable a foe who is blocking, despite interrupting the block.
-Soothing Power: Only increases the effectiveness of Soothing Mist by 100% (tooltip says 200%.)
- Conjure Earth Shield’s extra toughness and vitality do not count toward the bonus from Strength of Stone or Rune of the Undead for the toughness, or Rune of the Scavenger for vitality.

So yeah… Fun stuff when I have to constantly deal with those bugs. I encounter them at least 3 or 4 times each game OR even each fights.

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Updated: Ele Bugs: as of 8/13/2015 patch

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Posted by: Alekt.5803

Alekt.5803

Are the Devs even reading that kind of thread?

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Elementalist Utilities

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Posted by: Alekt.5803

Alekt.5803

Conjures have sometimes seen use, at least a single conjure untraited. The trait for them is pretty bad. I feel that Earth Shield would be close to amazing in PVP if only it was an instant cast, and maybe a stunbreaker.

[sPvP Point of view]
Of course. The Conjurer Trait serves no purpose right now. The way things works, conjures don’t actually need a trait to support them because a functional build should only plan on using one conjured weapon (not including Fiery Greatsword). Instead, the trait is thought with the promise that:
1-Conjures are casted sparingly.
2-The second Conjure is meant to be used by an allie.
3-Additional charges are useful.

From that point of view, there is no surprise: Conjurer Trait is awful. Promises 1,2 and 3 are all wrong.
The truth:
1- Conjures must be used carefully, and one in the utility bar at a time.
2-The second Conjured weapon will be used by the elementalist twice 95% of the time.
3- Additional charges are not helpful. Fifteen stacks are more than enough to do a complete rotation with the weapon (Except for the Lightning Rod bug which uses an extra charge at every interrupts)

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Updated: Ele Bugs: as of 8/13/2015 patch

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Posted by: Alekt.5803

Alekt.5803

Conjure Earth Shield extra toughness (and vitality) does not count toward the bonus from Strenght of Stones or Rune of the Undead (or Rune of the Scavenger for the vitality part).

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About Diamond Skin complaints.

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Posted by: Alekt.5803

Alekt.5803

Good report.

The problem is that Diamond Skin is way over-budget for even a Grandmaster.

There are some grandmasters that can give you the feeling of “god mode” maybe 1-3 times a match (like unholy martyr for Necros). However, they are worthless most of the time.

With Diamond Skin, it’s way too effective in almost every battle. Some grandmasters don’t even proc at all in fights and even when they do, they don’t give you the bang for the buck that diamond skin does. Thus, you could either buff all the other grandmasters or nerf diamond skin.

I don’t think it is, I just think the trait is badly designed. You either are unkillable versus condition specs in a 1v1 scenario or you don’t benefit from it at all in a teamfight since there’s always enough direct damage. I definitely think it should be reworked.

So basically, you’re saying Eles using Diamond Skin would make for a great home-point defender? I don’t see where that warrants a re-work. Some skills/traits work better in small scale, large scale and 1v1s. That’s why there are certain roles in pvp for builds to take.

No, I’m saying one trait counters a whole variety of builds and that’s not right.

It counters Rabid and Settler’s Amulet.

I actually break the Diamond Skin with a Settler set-up. It’s just the condition cleansing that follows that makes it so hard.

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About Diamond Skin complaints.

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Posted by: Alekt.5803

Alekt.5803

Yes. But Bad Example 1 pushes D/D and Cantrips even further in the overpowered status. Also, it will ultimately hurt build diversity.

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About Diamond Skin complaints.

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Posted by: Alekt.5803

Alekt.5803

Good report.

The problem is that Diamond Skin is way over-budget for even a Grandmaster.

There are some grandmasters that can give you the feeling of “god mode” maybe 1-3 times a match (like unholy martyr for Necros). However, they are worthless most of the time.

With Diamond Skin, it’s way too effective in almost every battle. Some grandmasters don’t even proc at all in fights and even when they do, they don’t give you the bang for the buck that diamond skin does. Thus, you could either buff all the other grandmasters or nerf diamond skin.

The way the Earth Line is designed, it is only about the grandmasters in all honesty. For instance, there is nothing good about Serrated Stones in the adept of that line, and 10% of thoughness into condition is rather weak for the way Elementalist Condition works. Strong Grandmaster makes Earth line “viable”.

That’s the way I see it. And I do not advocate for a nerf to Diamond Skin. I want a shift in power.

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About Diamond Skin complaints.

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Posted by: Alekt.5803

Alekt.5803

It seems to me like this controversial trait is back for more discussion with the Trait Changes.

My point of view
I am a user of Diamond Skin myself, and I use it with a condition build. (http://metabattle.com/wiki/Build:Elementalist_-_DS/CES_Condition_Staff Don’t bother about why it is “trashed”, 2 troll votes were enough to put it there)

If you’ve checked the build quickly, you may notice that it does not use any Condition Clear utilities, also, it does not use Cantrips, nor does it use Water Trait. So technically, Diamond Skin acts like my only insurance against conditions which works only if I play the “Threshold Game”.

Initial concern
I know it was going to happen with the June 23 Patch: full condi-clear Cantrip builds with Diamond Skin. With more people asking for nerfs left and right, they’ve included Diamond Skin. Yet, the main offender is how well the Cantrip builds can use Diamond Skin, mainly, they are immune to conditions; above threshold, and under threshold.

Scenario: DS Cantrip (Diamond Skin user with Cantrips + Water Magic) is facing a condition build that knows how to break the skin. What happens? Condition build breaks it, but DS Cantrip just instantly clear the first conditions landed instantly and everything is restarted: DS Cantrip is back to full.

Badly thoughts fixes (In my opinion)

I’ve seen many bad propositions in the PvP forums and Elementalists Forum about Diamond Skin. I’ll give plenty examples of bad changes that would actually push Diamond Skin into pure OP status, especially when used with the classic “meta” D/D or Cantrip builds.

Bad Example1 :
-Diamond skin reduces incoming condition duration by ~50% while above 75% threshold. Grant ~2 seconds of resistance while attuning to Earth.

Now, think about having that kind of Diamond Skin with the classic Melandru Runes in your average meta D/D or Cantrip build… Isn’t it much more stronger now, considering that Cantrip Builds could already deal with nearly all conditions sent at them? At least, with the current Diamond Skin, a bursted Cantrip elementalist might die. The frustration of playing condition against Diamond Skin might be worst.

Bad Example2:
-Diamond skin grants 2 seconds of Resistance while swapping attunements.

_That one does not need that many explanations… It’s just broken. We also lose any relations to the “Threshold Game”.

Possible solution

I’ve thought a lot about it. As said before, I am a user of Diamond Skin myself, and I believe that Diamond Skin should not be used with the average cantrip build. So here’s my proposition.

Proposition:
-You gain Diamond Skin when above 90% health threshold. Diamond Skin grants an uncleansable Resistance boon (Similar to Stone Heart). While above the threshold, reduce incoming condition duration by ~33%.

With that change in mind, the trait acts as an insurance against conditions without traiting or planning utilities against conditions. Instead, traiting in Diamond Skin will require to play the “Threshold game” even more. Also, cantrips builds will not see too much benefit to it since the conditions are still there once the threshold is broken. Moreover, condition builds who happen to break the Diamond Skin will see their damage going in for an interesting spike instead of that slow damage after breaking the skin (The first conditions are always cleaned instantly with Cantrips builds, which makes it twice as impossible for any condition builds.)

_Another interesting change about Resistance over the threshold is how you can claim resistance back and mitigate conditions that are already applied if you manage to heal back to 90%, though, the condition duration will not be reduced if the conditions are received while under the threshold, as intended. _

Moreover, Diamond Skin may offer an interesting synergy with Geomancer’s training which reduces the duration of Conditions affecting movement, especially above the threshold.

Cantrip builds may also see less incentives to use the trait, since the conditions remain applied even above the Threshold. And if the threshold is broken while having a fair amount of conditions applied, the old trick of cleansing the first conditions becomes much weaker (They might be stuck with ~4 conditions when DS breaks, either forcing to use more condition clears, or healing back to the threshold, while forcing the use of more cooldowns than before.). Diamond Skin would now punish high vitality builds since it would become much harder for them to get back to the threshold (I am looking at you, Celestial Amulet.)

Conclusion
Of course, we do not know the stance of Anet on that subject. For the purpose of the discussion, feel free to add your thoughts, or tell me that I am wrong (and explain why). It would help with the discussion greatly.

Alerie Despins

How about we nerf...?

in Elementalist

Posted by: Alekt.5803

Alekt.5803

Anyway, my ideas:

  1. Diamond Skin: Now grants 2 seconds of resistance upon switching attunements.

No. Please no… Diamond Skin must remain useful for the no-cantrips specs/no water specs. You must understand the the attention that have been brought to Diamond Skin lately is that the old D/D builds with already plenty of condition clear decided to pick it.

With the proposed changed here, you give even more power to D/D cantrip or Staff cantrip.

I’ve been thinking about it, and a change like this could help to give fairness to the trait:

-You gain Diamond Skin when above 90% health threshold. Diamond Skin grants an uncleansable Resistance boon. While above the threshold, reduce incoming condition duration by 33%.

With that change in mind, the trait acts as an insurance against conditions without traiting or planning utilities against conditions. Instead, traiting in Diamond Skin will require to play the Threshold game. Also, cantrips builds will not see too much benefit to it since the conditions are still there once the threshold is broken. Moreover, condition builds who happen to break the Diamond Skin will see their damage going in for an interesting spike instead of that slow damage after breaking the skin (The first conditions are always cleaned instantly with Cantrips builds, which makes it twice as impossible for any condition builds.)

Another interesting change about Resistance over the threshold is how you can claim resistance back and mitigate conditions that are already applied if you manage to heal back to 90%, though, the condition duration will not be reduced if the conditions are received while under the threshold, as intended.

Alerie Despins

Conditions and protection-- A solution?

in PvP

Posted by: Alekt.5803

Alekt.5803

I don’t understand the people who say that Conditions are cheesy. I’ve encountered a bunch of people who seem to think that Glassy and Power is the only way to go while I’ve always seen it as another way to deal damage.

The people I’ve encountered with that mentality were mainly low quality thieves who are blind about the questionable viability of Zerker / Marauder on other classes/spec. Don’t get me wrong, I would beat them in Zerker Fresh Air Staff.

Alerie Despins

Elementalist is very OP

in PvP

Posted by: Alekt.5803

Alekt.5803

List of things not broken:

Glyphs in general.

Alerie Despins

Creating balance

in PvP

Posted by: Alekt.5803

Alekt.5803

Nop, conditions would stack in duration. It would work something like this. Imagine that you summoned a fire ball (being burn condition) and this fire ball is hitting your target for 1000 every second until it’s time is over. Now your fire ball hits 1000 because you have condition damage but let say your friends summons his fire ball but he has no condition damage which in that case his fire ball only hits for 100 damage each second. So in order to keep your fire ball out doing damage (burn on your target) you need to keep applying it. I don’t know if I made sense to make my self clear there is no fire ball it’s just something I used to make an image of how condition would work.

I am sorry, I thought that you wanted to balance things around 1v1’s, yet, you wish to make condition damage oriented toward team play.

Alerie Despins

sigil of doom seems to be bugged?

in PvP

Posted by: Alekt.5803

Alekt.5803

Something tells me that the tooltip has just not been changed and that it was intended. It seems acceptable for Sigil of Doom to receive a change to reflect the past damage it did considering how poison stacks now.

Instead, the duration was increased, but due to the nature of condition clear, it has less chance to achieve old damage. (Without speaking about the heal debuff from it)

Alerie Despins